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verdant [2020/10/09 08:35]
kyle
verdant [2020/11/19 13:53] (current)
kyle
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 |{{fa>caret-right?24}} |[[#Greentongue]] |Speak with plants. | |{{fa>caret-right?24}} |[[#Greentongue]] |Speak with plants. |
 |{{fa>caret-right?24}} |[[#Innocuous]] |Blend in with your dumber brethren. | |{{fa>caret-right?24}} |[[#Innocuous]] |Blend in with your dumber brethren. |
-|{{fa>caret-right?24}} |[[#Prosperity]] |Boost bases' Welfare. |+|{{fa>caret-right?24}} |[[#Prosperity]] |Boost bases' Vitality. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Photosynthesis:** If you spend most of your day outside in the sunlight, you don't need to spend any Provisions to feed yourself that day. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Photosynthesis:** If you spend most of your day outside in the sunlight, you don't need to spend any Provisions to feed yourself that day. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Regrowth:** Spending a day outside in the sunlight removes one injury from you. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Regrowth:** Spending a day outside in the sunlight removes one (non-permanent) injury from you. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Energized:** If you spend the day outside in the sunlight, you don't need to sleep during the following night. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Energized:** If you spend the day outside in the sunlight, you don't need to sleep during the following night. |
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Biomagnify:** When conditions change your nature, effects ripple outwards and nature itself is changed. You've learned how to do this on a much smaller, faster scale. While you are suffering from the effects of any elemental condition, you effectively gain the matching elemental class. \\ \\ {{fa>plus-circle?24&align=left}}**Specifically:** When you make any weapon attack and the trigger die is 10+, you inflict all elemental conditions you are suffering from to the target. \\ \\ {{fa>plus-circle?24&align=left}}**And Also:** As an action, you can also choose to automatically inflict any single elemental condition you are suffering from to any target within throwing range (0-10 meters). Roll a trigger die when you do this; on a 1-3 it costs 1 of a specific resource that varies depending on the condition in question: Provisions for Overloaded and Poisoned, Mojo for Cursed and Confused, Supplies for everything else. \\ \\ {{fa>minus-circle?24&align=left}}**Equilibrium:** When you remove an elemental condition from yourself, you also stop inflicting it. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Biomagnify:** When conditions change your nature, effects ripple outwards and nature itself is changed. You've learned how to do this on a much smaller, faster scale. While you are suffering from the effects of any elemental condition, you effectively gain the matching elemental archetype. \\ \\ {{fa>plus-circle?24&align=left}}**Specifically:** When you make any weapon attack and the trigger die is 10+, you inflict one elemental condition you are suffering from of your choice to the target. \\ \\ {{fa>plus-circle?24&align=left}}**And Also:** As an action, you can also choose to automatically inflict any single elemental condition you are suffering from to any target within throwing range (0-10 meters). Roll a trigger die when you do this; on a 1-3 it costs 1 of a specific resource that varies depending on the condition in question: Provisions for Overloaded and Poisoned, Mojo for Cursed and Confused, Supplies for everything else. \\ \\ {{fa>minus-circle?24&align=left}}**Equilibrium:** When you remove an elemental condition from yourself, you also stop inflicting it. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wellspring of Life:** Any base you are in has its Welfare rating increased by +1, allowing you and your teammates to make use of all of its Welfare-related establishments with greater efficiency. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** This bonus only applies to bases whose level is equal to or lower than your own. The bonus does not stack with multiple creatures present that know this ability. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wellspring of Life:** Any base you are in has its Vitality rating increased by +1, allowing you and your teammates to make use of all of its Vitality-related establishments with greater efficiency. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** This bonus only applies to bases whose level is equal to or lower than your own. The bonus does not stack with multiple creatures present that know this ability. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Overgrowth:** You can choose to increase an affected base's Welfare rating even further. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** For every +1 you wish to add to a base's Welfare rating beyond the standard +1, you must spend 5 Provisions. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Additional Welfare created by spending Provisions disappears at the end of the current session. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Overgrowth:** You can choose to increase an affected base's Vitality rating even further. \\ \\ {{fa>minus-circle?24&align=left}}**Provisions:** For every +1 you wish to add to a base's Vitality rating beyond the standard +1, you must spend 5 Provisions. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Additional Vitality created by spending Provisions disappears at the end of the current session. |
 ^ ^^^ ^ ^^^
verdant.1602254140.txt.gz · Last modified: 2020/10/09 08:35 by kyle